locomotion interface
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2020 ◽  
Vol 73 (12) ◽  
pp. 2309-2316
Author(s):  
Natalie Snyder ◽  
Michael Cinelli

The somatosensory, vestibular, and visual systems contribute to multisensory integration, which facilitates locomotion around obstacles in the environment. The joystick-controlled virtual reality (VR) locomotion interface does not preserve congruent sensory input like real-walking, yet is commonly used in human behaviour research. Our purpose was to determine if collision avoidance behaviours were affected during an aperture crossing task when somatosensory and vestibular input were incongruent, and only vision was accurate. Participants included 36 young adults who completed a closing gap aperture crossing task in VR using real-walking and joystick-controlled locomotion. Participants successfully completed the task using both interfaces. Switch point between passable and impassable apertures was larger for joystick-controlled locomotion compared with real-walking, but time-to-contact (TTC) was lower for real-walking than joystick-controlled locomotion. Increased joystick-controlled locomotion switch point may be attributed to incongruency between visual and non-visual information, causing underestimation of distance travelled towards the aperture. Performance on future VR applications incorporating dynamically changing gaps can be considered successful using joystick-controlled locomotion, while taking into account a potential behaviour difference. Differences in TTC may be explained by the requirement of gait termination in real-walking but not in joystick-controlled locomotion. Future VR studies would benefit from programming acceleration and deceleration into joystick-controlled locomotion interfaces.


Author(s):  
Sam Chesebrough ◽  
Babak Hejrati ◽  
John Hollerbach

Objective: To evaluate the differences between walking on an advanced robotic locomotion interface called the Treadport and walking overground with healthy subjects. Background: Previous studies have compared treadmill-based and overground walking in terms of gait parameters. The Treadport’s unique features including self-selected speed capability, large belt, kinesthetic force feedback, and virtual reality environment distinguish it from other locomotion interfaces and could provide a natural walking experience for the users. Method: Young, healthy subjects ( N = 17) walked 10 meters 10 times each for both overground and the Treadport environments. Comparison between walking conditions used spatiotemporal and kinematic parameters. In addition, electromyographic data was collected for five of the 17 subjects to compare muscle activity between the two conditions. Results: Gait on the Treadport was found to have no significant differences ( p > .05) with overground walking in terms of hip and knee joint angles, cadence and stride length and stride speed, and muscle activation of the four muscle groups measured. Differences ( p < .05) were observed in ankle dorsiflexion which was reduced by 2.47 ± 0.01 degrees on the Treadport. Conclusion: Walking overground and on the Treadport is highly correlated and not significantly different in 13 of 14 parameters. Application: This study suggests that the Treadport creates an environment for natural walking experience, where natural gait of users is almost preserved, with great potential to be useful for other applications, such as gait rehabilitation of individuals with walking impairments.


2015 ◽  
Vol 21 (10) ◽  
pp. 1146-1159 ◽  
Author(s):  
Sandip D. Kulkarni ◽  
Charles J. Fisher ◽  
Price Lefler ◽  
Aditya Desai ◽  
Shanthanu Chakravarthy ◽  
...  

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